Room 1: A Restful Chamber

This tapered 30′x30′ room is cast in a pale blue light that evokes the calm skies of a mid-spring afternoon. An animated mural of puffy clouds meander about the domed ceiling. Small, decorative cockatrice feathers in a variety of pastel colors float along a plane six inches out from the walls indicate a protective ward, a testament to a great arcane power that still is rooted in this tomb. Carved in to the far wall above a granite crucible are a set of arcane runes. Copper braziers fill the four corners of the room. Above them float golden feathers that are interspersed among the others.

If someone can read magic, the runes say:

To be at peace. To be at rest. To be mended. To pass the test.

This is the central room to this level. The room is warded against any unexpected encounters, so this room provides the dungeon delvers a refuge to fall back to and regroup as needed.  Any attempt to grab the feathers will be unsuccessful, as they are also warded and will move away from any advance. After each key is collected, the adventurers can rest here and receive 2d8 hp of healing from the room.

Once all four keys are collected, the crucible can be used to reforge Athganazar’s key. All four keys must be placed in the crucible and all four braziers pushed around the crucible.


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